Does this pattern work for guiles super. cause I’m trying to figure that one out. I know its going to be a different motion, but it would be nice to know what to do…

Yes, it does. But it’s tougher. The reason it is tougher is because you have to make sure you are fully charged up for the Super. So in other words, normally, you do the motion for the super carefully. But now, you have to do it fast. Because if you start it too early, you don’t have enough time to charge up for the super. So don’t start the super motion until RIGHT before you press the third Short + Forward. Otherwise, it’s not gonna happen. Also, you can still do this too slow so the Super doesn’t Combo. It’s a tough combo, but to answer your question again: yes, use this same methodology to do the combo.

Anyone have any links on Guiles match ups? In particular how to deal with Claw and Blanka?

I typed up some anti-Blanka:

Beat the Slide Punch

Standing short
Standing short beats not only the slide punch but also horizontal balls and Blanka’s super. One of the sweetest things Guile can do is jab sonic -> standing short. If Blanka tries to slide under the sonic at max-range your short will hit him into it for a 2 hit combo.

Standing roundhouse
Try to catch him as he goes into the punch. Especially good if Blanka tries two slide punches in a row – hit him with roundhouse in between. Blanka can beat Guile’s standing roundhouse with his standing jab but if he’s doing those jabs you can hit him with an old fashioned crouching forward.

Fierce Sonic
Mix these in with the jab sonic booms sometimes to try to catch him flinching.

No-charge Air Defense (Standard)
Any given option can be beat, so good anti-air is a matter of knowing the proper spacing and reading your opponent.

Crouching forward/roundhouse
Loses to a late Blanka jump fierce. You can also do the crouching forward a little late looking for a blocked hit. If Blanka is really sneaky he could forward hop over that one but you should have a Flash Kick charged by then so…

Vertical jump roundhouse / climbing jump fierce
If you’re backed into the corner and you get beat air-to-air by a Blanka jump jab, note that you’re vulnerable to his fierce ball trickery so be careful.

Crouching fierce
This usually loses to Blanka’s jump short but that ain’t the end of the world. Do it early such that Blanka hits you high, and you can do a defensive two-way mix-up on the back end: sac-throw or Flash Kick. Crouching fierce a little later if you’re trying to trade.

No-charge Air Defense (Non-standard)

Backfist
At long range this is not unlike Sagat’s standing fierce. Do it as late as possible to try to trade or beat Blanka’s jumping jab/jumping roundhouse.

Far standing strong

Neutral or back+medium kick Sobat

Standing roundhouse

Standing short (!?)
All weird shit that you see Muteki doing against Blanka players sometimes.

Cross-up Short
Blanka is a huge target for an ambiguous jump short -> crouching strong -> (hit confirm) flash kick. If your opponent has a reliable reversal vertical ball this doesn’t mean much but…

Ok, how do you kara-cancel Crossover j. Short / cr.jab x2 xx super… this would help me out if i understood this more specifically.

Kara cancelling the super off a crossover is the same way you would kara cancel c.jab x2 > super

To kara cancel c.jab x2 into a super you charge D or DB and press c.jab > c.jab > QCUB+jab~short

A shortcut method of doing guile’s super is to charge D or DB for it, then do a reverse tiger knee motion+K. For you Marvel players, this is just like doing AHVB.

The key to getting this to work off of a crossover is to charge for the super FK from the DOWN position, straight down. It’s often not known that guile can charge for his super this way. So, just jump and your opponent and immediately hold down, do the crossover short, then c.jab > c.jab > QCUB+jab~short kick.

There is an alternate method I use to do guile’s super FK that can make it easier to perform in certain situations. I charge straight down, the quickly press DF, UF+K. I think of doing the super the same way I would do a dash in 3S or Marvel. I kind of charge down, then double tap F, F +K(only using DF, UF). Sorry if this doesn’t make sense. I still don’t know the best way to explain it.

Kara cancelling the super off a crossover is the same way you would kara cancel c.jab x2 > super

To kara cancel c.jab x2 into a super you charge D or DB and press c.jab > c.jab > QCUB+jab~short

A shortcut method of doing guile’s super is to charge D or DB for it, then do a reverse tiger knee motion+K. For you Marvel players, this is just like doing AHVB.

The key to getting this to work off of a crossover is to charge for the super FK from the DOWN position, straight down. It’s often not known that guile can charge for his super this way. So, just jump and your opponent and immediately hold down, do the crossover short, then c.jab > c.jab > QCUB+jab~short kick.

There is an alternate method I use to do guile’s super FK that can make it easier to perform in certain situations. I charge straight down, the quickly press DF, UF+K. I think of doing the super the same way I would do a dash in 3S or Marvel. I kind of charge down, then double tap F, F +K(only using DF, UF). Sorry if this doesn’t make sense. I still don’t know the best way to explain it.

Just did it today, going to kick a lot more ass with Guile thanks to you. You have gained the blessings of the Bum King.
Here is a fun combination for an opponent in a corner
J. fierce/st. fierce -> fierce boom -> towards fierce dizzy j. fierce/roundhouse/ cr. jab x2 xx super (death).

I know this is kinda noob question, but what’s the joystiq motion to combo a standing normal into a flash kick I just seem to get it at random, like it doesn’t seem I can charge enough for a flash kick with the duration of a standing normal. Any help is apreciated.

Chibi -
Unlike Guile-Blanka I don’t have a lot of recent first hand experience (derrr on the other side heh) but here are some points I’ve picked up as a movie hound.

The most important thing is to have a really good sense of sim’s far crouching punch range. Back+medium kick to retreat and then sonics from just outside that range. Catch him throwing an inopportune yoga fire with a backfist or jump-in.

At that same range you can beat the far crouching strong with guile’s standing short like chun_li1 wrote above: the two-hit jab sonic -> short (kick dhalsim’s hand) combo is really beautiful.

Sonic with charge down-back, towards, down-back + punch so as to better charge oh wait you play 3s so you already know this type of thing nevermind. Anyway canceling fire with sonic safer than jumping. The more rapidly you can throw the better.

I’ll spar with you Dhalsim-Guile whenever @ ctf if you like. When the game’s working, that is – the screen crapped out today.

Any tips on landing the crossup short on a waking opponent and then comboing off it? So i want to hit short early or late? Seems like the trick is jumping in for it early, but I’m having trouble figuring out when to hit the button. Thanks

It was erased from the forum restore, but could someone please help me on the Sim match up, playing him makes me sad as hell.

D:

The way I play the match is in low block matching fireballs. If he does a long limb, you can punch it with low strong. If he jumps in, w/ OGuile you can RH, with either you can cHP or flashkick obviously.

If the Sim gets in, you need to be able to reverse tick slide noogie.

The way you play this match is out turtling, because both characters want to play keep out and bait incoming attacks. Just score a hit, block, match etc. Hopefully he will attack and you beat him w/ Guiles normals.

Guile v Dhalsim is really hard for Guile. You can’t stand mid-range unless you wanna get basted. Sim doesn’t need to be throwing fireballs most of the time in this match, he can just stand mid-screen from you and use crouching limbs, standing roundhouse, slides, and drills. Standing far away from Sim isn’t really a good idea either, because that lets Sim walk up to or drill over booms to get to the range he wants. For me, the best thing to do is throw a boom from outside limb range, follow it up, try to attack, jump back jab or back+forward kick, repeat, basically just a hit and run strategy.

UltraDave: I’m wondering why you don’t immediately think to just out turtle him? If he’s at mid range throwing a bunch of shit out, just stay in crouch block and do nothing. Predict and flashkick if you want. I think a turtling Guile can do alright in that situation. If he closes the distance and tries to slide and tick and all that other stuff, then the match changes.

I’m not a “Big guile player” but I play this concept with Honda which is worse because of the fireballs (sometimes, buttslam through/over them and onto the limb is god stuff though). Low block from midscreen, try to tag him with something, keep the lead, if a knockdown I advance and go for tick ochios. If not, I sit on a lead. If he tries to come in, I take him out of the air, or I store up an ochio to reverse the tick.

Maybe the match is more different than I assume? Anyway, I hope anything I posted might be atleast partly good advice.

UltraDave: I’m wondering why you don’t immediately think to just out turtle him? If he’s at mid range throwing a bunch of shit out, just stay in crouch block and do nothing. Predict and flashkick if you want. I think a turtling Guile can do alright in that situation. If he closes the distance and tries to slide and tick and all that other stuff, then the match changes.

Out-turtling him gives him the advantage, is the reason. You’re giving him a situation where he controls the match completely and you have to guess an unsafe move to deal damage.

Letting Sim have his midrange spot sucks because you can’t sonic boom, you can’t jump at him (because Sim’s antiairs beat or trade with your jump-ins), and you can’t just sit there because Sim will probably end up chipping you with a couple fireballs. You can’t keep Sim across the screen, because he just has too many ways to get over or under sonic booms and into midrange, and you can’t just hold down-back and wait for when you think he’ll throw a limb so you can flash kick because it’s an unsafe guess that’s unlikely to work at a reasonable rate. If you do flash kick him, great, it’s just unlikely and unsafe.

Guile’s best options against Sim are after a blocked boom or boom-neutralized fireball and up close. Getting Sim to block a boom or neutralize a boom with a fireball means that Guile either gets frame advantage or gets de facto frame advantage because his moves start up faster and have better priority at certain ranges. The only real way to get Sim to block/neutralize a boom or to get up close is to throw a boom and walk up/toward+forward/jump jab/etc behind it, and then once that happens to do some high-priority move that gets you back to where you can safely throw a boom, that is to play hit and run, running back to get a boom out, following it up, and running out again. If you ever get a knockdown, go in for a crossup, but if he blocks the crossup, start up your games again. That said, this is a losing matchup because it’s not hard for Sim to get into his sweet spot than it is for you to successfully deal damage while hitting and running.

Honda v Guile is pretty different from Guile v Sim, by the way. Each of those characters has a different thing he wants to do: Honda wants to get in on Guile; Guile wants to keep Honda out; Sim wants to stand midrange on Guile; Guile wants to play hit and run on Sim.

I can definitely understand what you’re saying, and maybe I’m wrong but… hear me out:
(Note: I am a long time Honda/Bison player… my experience w/ Guile is based in casuals or A2 Charlie, so I might be wrong… in that case, take David’s advice. Just trying to help out, Master Chibi.)

I also said you can low strong the limbs, lots safer than a guess FK, but if you can bait/predict it then it’s good shit. Obviously it’s a different match than Charlie/Sim A2, but that match is described in the A2 book just about how I proposed, I figure since Sim has about the same stuff, and Charlie has about the same stuff, it would be similar advice. The A2 book has only a small section that basically states: Punch the limbs, don’t throw booms in his range and just block the yoga fires. I think you fear block damage a little too much.

I guess I am mostly disagreeing with your notion of walking and jumping backward. I play Jeff Schaefer turtle style when I play Charlie/Guile/Honda, and one of the major points of that style is to not let yourself get pushed around positionally. It doesn’t really matter if your opponent “controls the match” because if you control your position and never get cornered, the “control” is just an illusion. That “control” fades once you have the lead in life, and a Schaefer-style turtle is always willing to take a slow, pressure match and wait for the other guy to crack. There’s lots more to that style, including some flat out attacking, but if I have the lead I am going to low block and wait, generally.

I was saying Honda vs Sim, not Honda vs Guile. I am saying that Sim has to actually get a solid chunk of damage off Honda somehow and I won’t let him do that, that’s how I figured Guile could fight sim. Honda vs Guile is obviously to neutral jump, walk, buttslam over the sonic booms and land an Ochio or a trip then go for ticks, crossups or trips etc.

It’s most likely a difference in style, but I haven’t ever fought a “hit and run” game in ST. I’ve been playing ST for many years now, I’d assume longer than you, but I’ve only used Guile casually. Granted, I’m not a great guile player, but for me… I can/am willing to eat some block damage as long as I get a buff hit or two in there. And if you’re crouching and he Yoga Fires, you can match it before he throws a limb.

Kara cancelling the super off a crossover is the same way you would kara cancel c.jab x2 > super

To kara cancel c.jab x2 into a super you charge D or DB and press c.jab > c.jab > QCUB+jab~short

A shortcut method of doing guile’s super is to charge D or DB for it, then do a reverse tiger knee motion+K. For you Marvel players, this is just like doing AHVB.

The key to getting this to work off of a crossover is to charge for the super FK from the DOWN position, straight down. It’s often not known that guile can charge for his super this way. So, just jump and your opponent and immediately hold down, do the crossover short, then c.jab > c.jab > QCUB+jab~short kick.

There is an alternate method I use to do guile’s super FK that can make it easier to perform in certain situations. I charge straight down, the quickly press DF, UF+K. I think of doing the super the same way I would do a dash in 3S or Marvel. I kind of charge down, then double tap F, F +K(only using DF, UF). Sorry if this doesn’t make sense. I still don’t know the best way to explain it.

And Ive been doing the super from DB the old fashioned way! That makes it a whole lot easier seeing as you can just charge down and hit df, uf k.

Im having trouble comboing the two jabs. Im in practice mode on the anniversary collection. I see a the two jabs combo and the super come out but they show up as two seperate combos. Two hits for the jabs and 5 for the super. Is there something I am doing wrong or am I not doing this fast enough.

And Ive been doing the super from DB the old fashioned way! That makes it a whole lot easier seeing as you can just charge down and hit df, uf k.

Im having trouble comboing the two jabs. Im in practice mode on the anniversary collection. I see a the two jabs combo and the super come out but they show up as two seperate combos. Two hits for the jabs and 5 for the super. Is there something I am doing wrong or am I not doing this fast enough.

Yeah, it sounds like you’re not kara cancelling fast enough. I get this same problem sometimes. Make sure to practice on Zangief or Fei Long first until you can get it on them really easy, then try against other people. The timing to cancel into super(and have the super actually combo) is really picky in ST. If you can get the super to actually come out though, you’re already 1/2 way there.